attribute vec4 VertexPosition;
#ifdef VS_TEXCOORD0
	attribute vec2 VertexTexCoord0;
	varying vec2 VertexTexCoordVS;
#endif

uniform mat4 ObjectSpaceToClipSpaceMatrix;

void main()
{
	gl_Position = ObjectSpaceToClipSpaceMatrix * VertexPosition;
#ifdef VS_TEXCOORD0
	VertexTexCoordVS = VertexTexCoord0;
#endif
}